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Rummage

Available to: Unengaged models only, within 1" of a Search Token.

Quick Reference
  • Must be within 1" of a Search Token.
  • Roll 2 dice, then choose Option A or B.
  • Option A: Pick a Common Chem with Cap cost ≤ total of both dice. Total ≥ 18 = Rare Chem.
  • Option B: Higher die = Caps found; lower die = Parts found.
  • Resolution: Either die shows 10 → replace Search Token with Radiation Token. Otherwise remove it.

Rummage

During a crew's Turn, the Active model can make a Rummage Action if it is Unengaged and within 1" of a Search Token. [Rulebook pg. 26]

The Active player chooses a Search Token within 1" of the Active model and rolls two dice.

Errata

The 1" distance to the Search Token is measured both vertically and horizontally — a token on a level above or below must be within 1" in both dimensions. [Errata Q2 2026] Then they choose one of the following options: [Rulebook pg. 26]

Option A: Find a Chem

Choose a Common Chem with a Cap cost no higher than the total result of the two rolled dice, and add one dose to the Crew's Roster. [Rulebook pg. 26]

Alternatively, if the total of the two dice is 18 or higher, you find a Rare Chem instead! Roll on the Rare Chem table to determine which type of Rare Chem you find. [Rulebook pg. 26]

Available Chems

Common Chems

Chem Cost Effect
Rad-X 5 Caps Spend when ending a turn within 3" of a Radiation Token. Ignore radiation endurance penalties until the end of the Round.
Psycho 6 Caps Spend when creating an Attack Dice Pool to add 2 Bonus Dice.
Nuka-Cola 8 Caps Spend when selecting the Active Model to increase its Control Area by 3" until the end of the Turn.
Stimpak 9 Caps Spend when selecting the Active Model to Recover up to 2 Harm.
Steady 10 Caps Spend when creating a Ranged Attack Dice Pool to increase the model’s Perception by 1 until the attack resolves.
Jet 15 Caps Spend before choosing an Active model on your Turn to Recover 1 Fatigue from any friendly model.

Rare Chems

Roll Rare Chem Effect
1 Psycho Jet Spend when creating an Attack Dice Pool to add 2 Bonus Dice. After the Attack, Recover 1 Fatigue.
2 Whiskey Spend when creating a Strength or Endurance Test pool to increase that stat by 2 until the Test resolves.
3 Med-X Spend at any point during your Turn to increase the Active Model’s Health by 1 until the end of the Game.
4 Nuka-Cola Dark Spend when selecting the Active Model to increase its Control Area by 3" and its Luck by 1 until the end of the Turn.
5 Day Tripper Spend when creating a S.P.E.C.I.A.L. test pool to increase the model's Luck by 2 until the Test resolves.
6 Buffout Spend when Targeted by an Attack (before the pool is created) to increase Endurance by 2 until the Attack resolves.
7 Mentats Spend when a model Fails a Confusion Test to have them Pass it instead.
8 Hydra Spend during the Story Phase when rolling on the Serious Injury Table to Re-Roll a result (up to 3 times per dose).
9 Calmex Spend before making a Rummage Action to set one of the dice to a number of your choice instead of rolling it.
10 Daddy-O Spend when selecting the Active Model to double its Control Area until the end of the Game.

Option B: Find Caps and Parts

  • The die with the higher result is how many Caps you find.
  • The die with the lower result is how many Parts you find.

Add both to the crew's Stash. [Rulebook pg. 26]

Resolution

Then, if either of the dice shows a 10, replace the Search Token with a Radiation Token. Otherwise, remove the Search Token from play. [Rulebook pg. 26]